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Split the Assassin from the Rogue back into its own class
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<blockquote data-quote="DND_Reborn" data-source="post: 8521343" data-attributes="member: 6987520"><p><em><strong>EDIT</strong>: I see from another post these don't remove SA, but maybe use a lesser version like half SA damage. So, ignore my comments about comparing to SA damage.</em></p><p></p><p>Thanks. A quick critique follows:</p><p></p><p>1.1. Isn't really that beneficial since they have most weapons they would already use. They could gain some heavy weapons, which might be interesting, but since the damage potential is no where near on par with SA, I don't know if it was meant to make up for losing SA.</p><p></p><p>1.2. This conflicts with Cunning Action, and Rogues often already use their bonus action for TWF.</p><p></p><p></p><p>1. Same as above.</p><p>2. Not bad, but increases MAD dependency a bit.</p><p></p><p></p><p>This is better. Again, I don't know if your idea was to "compete" with SA, in which case it is woefully low, but if not I could get behind this.</p><p></p><p></p><p>Hmm... A different mechanics with the per 10 feet moved. How long would the AC bump last? I think this has some promise.</p><p></p><p></p><p>Which means little to me, but ok.</p><p></p><p></p><p>This one is good IMO. How often? Would you limit the number of uses? Also, how long would the penalties last, until the start of your next turn?</p><p></p><p></p><p>No issues with this one, but instead of double DEX mod, how about DEX mod and proficiency bonus?</p><p></p><p></p><p>We have a feat <em>Long Thrower</em> that is similar to this.</p><p></p><p></p><p>Like this one.</p><p></p><p></p><p>Luck point would be used for...?</p><p></p><p></p><p>Good. You might also allow the PC to take the Help action as a bonus action?</p><p></p><p></p><p>I like this one as well. It would be an interesting replacement for SA, where you can craft poisons that deal "SA" amount of damage as well. It allows SA to be used but not about the location of the hit, etc. but more the type of damage.</p><p></p><p>Thanks for the breakdowns.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8521343, member: 6987520"] [I][B]EDIT[/B]: I see from another post these don't remove SA, but maybe use a lesser version like half SA damage. So, ignore my comments about comparing to SA damage.[/I] Thanks. A quick critique follows: 1.1. Isn't really that beneficial since they have most weapons they would already use. They could gain some heavy weapons, which might be interesting, but since the damage potential is no where near on par with SA, I don't know if it was meant to make up for losing SA. 1.2. This conflicts with Cunning Action, and Rogues often already use their bonus action for TWF. 1. Same as above. 2. Not bad, but increases MAD dependency a bit. This is better. Again, I don't know if your idea was to "compete" with SA, in which case it is woefully low, but if not I could get behind this. Hmm... A different mechanics with the per 10 feet moved. How long would the AC bump last? I think this has some promise. Which means little to me, but ok. This one is good IMO. How often? Would you limit the number of uses? Also, how long would the penalties last, until the start of your next turn? No issues with this one, but instead of double DEX mod, how about DEX mod and proficiency bonus? We have a feat [I]Long Thrower[/I] that is similar to this. Like this one. Luck point would be used for...? Good. You might also allow the PC to take the Help action as a bonus action? I like this one as well. It would be an interesting replacement for SA, where you can craft poisons that deal "SA" amount of damage as well. It allows SA to be used but not about the location of the hit, etc. but more the type of damage. Thanks for the breakdowns. [/QUOTE]
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Split the Assassin from the Rogue back into its own class
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